24 Replies - 35039 Views - Last Post: 15 May 2011 - 08:53 AM

Re: Week #15 Challenge: OpenGL

Posted 14 April 2010 - 01:00 PM

gareth00, on 13 April 2010 - 09:30 PM, said:

QT is a great alternative to GLUT in my opinion. It provides great cross-platform UI design and a wealth of useful libraries. There are some openGL examples that are easy to follow. I have tried both, and I will never use GLUT again.

I swear I was not paid to Nokia to say this!

Qt is neat but might be overkill depending on what you're trying to do. GLUT is meant to simplify the platform-dependent intricacies to make examples easier to understand. It's totally usable for games, but you may have to do a little extra work/hacking (keyboard input is useless until you implement some kind of key-state table, joystick support is useless).

Qt gives you real widgets (among other things), and is much better for creating applications that need more than just a bare OpenGL window.

Also worth noting that Qt is out of the question if you don't want to use C++.

Re: Week #15 Challenge: OpenGL

Posted 14 April 2010 - 02:30 PM

Tom9729, on 14 April 2010 - 03:00 PM, said:

Also worth noting that Qt is out of the question if you don't want to use C++.

Not really true. I have integrated Qt Jambi with JOGL in java and it seems to work well. I would imagine that other Qt bindings will probably play well with the associated OpenGL binding for other languages.

Re: Week #15 Challenge: OpenGL

Posted 14 April 2010 - 03:52 PM

NickDMax, on 14 April 2010 - 04:30 PM, said:

Tom9729, on 14 April 2010 - 03:00 PM, said:

Also worth noting that Qt is out of the question if you don't want to use C++.

Not really true. I have integrated Qt Jambi with JOGL in java and it seems to work well. I would imagine that other Qt bindings will probably play well with the associated OpenGL binding for other languages.

Whoops! Sorry, I meant to say you can't easily use Qt in C. I realize that there are bindings to many other languages (Java and Python especially).

Re: Week #15 Challenge: OpenGL

Posted 19 April 2010 - 12:48 AM

Been messing around with F# since the recent Visual Studio 2010 release and wrote this little bit of code to render a simple OpenGL window and display a white square in the center. Nothing fantastic, but I only just started learning F# and I think it's pretty good for a week of learning. I used the Tao Framework to work with OpenGL, which is worth a look at if you want to mess around with OpenGL in other .NET languages like C#.

Re: Week #15 Challenge: OpenGL

Posted 17 June 2010 - 10:05 PM

The poly count on a droid moto is what 27,000 ish at 30 frames. Would it be possible to get OpenGL 1.3 to render Asheron's Call client on a Driod? ac.turbine.com. I would think that very interesting what do you guys think?

Re: Week #15 Challenge: OpenGL

Posted 13 December 2010 - 10:32 PM

Thanks for the very detailed instructions!
However, I can't find constants for glPolygonMode (e.g GL_POINT, GL_LINE , etc) in the JOGL 2.0 library
I am using Eclipse, and when I type GL.GL_LINE, it says "no suggestions available."
Should I re-download the whole library, or is it that JOGL 2.0 doesn't have these constants yet?
Oh, and other constants, like GL.GL_TRIANGLES can be found, so far I only have problems with the glPolygonMode constants.

Re: Week #15 Challenge: OpenGL

Posted 15 May 2011 - 08:53 AM

I guess this might be a slight interest. A while back I decided to write a model loader capable of loading DFF models. DFF is a model file format devised by Renderware and is known to be used in the GTA series of games. Unfortunately I never really finished the thing but it does load most models. You may recognise this model if you're familier with GTA San Andreas (Hydra).